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Showing results for tags 'city hall'.
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Version 1.0.0
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Former (although I really wish he would return to BATing) member Kodebo sent me the files for his incredible LA City Hall he worked on many years ago which has been sitting on my hard drive. Rather than let it gather electronic dust it would be better served being used by the community. Lotted as a basic Landmark feel feel to lot as you please. I have a few other incoming treats to share over the next few weeks.- 4 Comments
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English: After 50 long years since the town's founding, the citizens of Bellflower City have done what the first settlers dreamed about doing since Ríoside Beach was created: crossing the Río Colón. Español: Después de 50 largos años desde la fundación del pueblo, los habitantes de Bellflower City han hecho lo que soñaron los primeros pobladores desde que se creó Playa Ríoside: cruzar el Río Colón. English: Ríoside was the neighborhood that attracted the most growth, as a variety of apartment buildings, industries, and businesses, but also seaside promenades, roundabout sculptures, and a lighthouse helped add to the mixed-use, eclectic character of the district. While the freeway was the most obvious catalyst (which many car-free citizens cite as an eyesore), the Citizens' Council ensured that the bus, monorail, and train networks were expanded proportionality. Español: Ríoside fue el barrio que atrajo el mayor crecimiento, ya que una variedad de apartamentos, industrias, y negocios, pero también los paseos marítimos, las esculturas rotondas, y un faro contribuyeron al carácter ecléctico y uso mixto del distrito. Si bien la autopista fue el catalizador más obvio (que muchos ciudadanos sin automóviles citan como una monstruosidad), el Consejo de Ciudadanos se aseguró de que las redes de autobuses, monocarriles, y trenes se expandieran proporcionalmente. English: San Juan, the newest riverside neighborhood, quickly sprouted up due to the permissive zoning laws (the first high-density zoning in town) but also the deliberate design of waterfront amenities, containing the City's first marina, La Playa de San Juan, ferry terminals, and even a kinetic wave energy power plant (continuing the renewable energy profile of Bellflower City), designed by the SM2 Civil Engineering Firm, complete with the first bridge of the region, entitled the California Colón Bridge. Español: San Juan, el vecindario ribereño más nuevo, surgió rápidamente debido a las leyes de zonificación permisivas (la primera zonificación de alta densidad en la ciudad) pero también al diseño deliberado de servicios frente al mar, que contiene la primera marina de la ciudad, La Playa de San Juan, terminales de ferry, e incluso una planta de energía de onda cinética (continuando el perfil de energía renovable de Bellflower City), completa con el primer puente de la región, titulado el Puente California Colón. English: A significant cornerstone of the new San Juan waterfront, was La Biblioteca del Borinquen, an award-winning design by Paeng Architecture. The citizens of San Juan soon voted to site their Luz Eneida Colón elementary school, named to benefit from their proximity, which was made possible by a donation by the Frosch Family. Español: Un rincón importante del nuevo frente marítimo de San Juan fue La Biblioteca del Borinquen, un diseño galardonado de Paeng Architecture. Los ciudadanos de San Juan pronto votaron para ubicar su escuela primaria Luz Eneida Colón, nombrada para beneficiarse de su proximidad, que fue posible gracias a una donación de la Familia Frosch. English: Anchoring the Ríoside flank of the California Colón Bridge was four landmarks in a row. From the left to right, was the Ríoside Terminus Rail Station and the first college in the region, Bellflower City College, both designed by the increasingly appreciated Mattb325 Design Firm. The final two landmarks were installed to celebrate the Californian heritage of the population, dubbed the Bellflower Capitol Records and Bellflower California Plaza. Español: Anclando el flanco Ríoside del Puente California Colón había cuatro punto prominentes seguidos. De izquierda a derecha, estaba la estación de tren Ríoside Terminus y la primera universidad de la región, Bellflower City College, ambas diseñadas por la cada vez más apreciada empresa de diseño Mattb325. Los dos últimos punto prominentes se instalaron para celebrar la herencia Californiana de la población, denominados Bellflower Capitol Records y Bellflower California Plaza. English: Moving inland, the densification of Lakewood was capped off with a new neighborhood train station, La Estación Catania de Lakewood, that also celebrated the large Hispanic population in the City, including the Portuguese diaspora, who clamored for - and facilitated the construction of - Igreja de São Joao. Español: Moviéndose tierra adentro, la densificación de Lakewood culminó con una nueva estación de trenes en el vecindario, La Estación Catania de Lakewood, que también celebró la gran población hispana en la ciudad, incluida la diáspora portuguesa, que clamó por, y facilitó la construcción de, Igreja de São Joao. English: Back in old town, the new City Hall was christened after the City population blasted past 15,000 people. The retired Mayor Swizzy was present for the ceremony that his son, the newly elected Mayor Swizzy Rafael, presided over. Español: De vuelta en Viejo Belfllower, el nuevo ayuntamiento fue bautizado después de que la población de la ciudad superara las 15.000 personas. El recién elegido Alcalde jubilado Swizzy estuvo presente en la ceremonia que presidió su hijo, el Alcalde Swizzy Rafael. English: Moving the furthest inland, a new rural community was established and named Aguada. Though small, the new neighborhood featured a new entry point into the city and, with the garbage piling up in the streets, the new and necessary waste transfer station, also designed by the SM2 Civil Engineering Firm. The solution to the garbage problem did fit in nicely with one of Emeritus Mayor Swizzy's favorite sayings: "Why solve the issue, when you can remove it?" Español: Moviéndose más hacia el interior, se estableció una nueva comunidad rural y se llamó Aguada. Aunque pequeño, el nuevo barrio presentaba un nuevo punto de entrada a la ciudad y, con la basura amontonada en las calles, la nueva y necesaria estación de transferencia de residuos, también diseñada por la Ingeniería Civil SM2. La solución al problema de la basura encajaba muy bien con uno de los dichos favoritos del alcalde emérito Swizzy: "¿Por qué resolver el problema, cuando puedes eliminarlo?"
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June 21, 2008 Population: 5,514 Chapter 1: The Old Village Gets a Face Lift The world is in amidst of the great recession. In the west, the domino effect from bursting of the United States’ housing bubble, and in the East the second collapse of the Pacific fishing industry has sent the world into the greatest recession since the depression. Very few countries manage to escape the worst of the recession’s effects. Even in Norway, where the fishing industry was causing explosive economic growth, the recession still managed to grind the country’s economy to a halt. Kodiak Disease jumps the species barrier and infects crustaceans By 2007, fishing industries in Asia and the west coast of the America’s were starting to recover from the Kodiak Disease’s effect, as industries focused on crustaceans and fish. With the exception of squid and octopus, fishing for mollusks was all but abandoned. On May 2, 2007, the first documented case of Kodiak poisoning from eating shrimp occurred in the country of Japan. Discovery of the bacterium infecting crustaceans sent Pacific fishing industries back over the precipice, this time dragging many Asian economies along with it. On the west coast of the Americas, places such as Alaska and Chile were also particularly hard hit. In Norway, immigration into the country slowed to a crawl, and the rapid population growth of the country’s western coast began leveling off. In two years, Kanin Fjord’s population only increased by 391 residents, compared to an annual growth rate of nearly a thousand in 2006. Despite the slow down in Norway’s economy, the country never officially experienced a recession; rather it entered a prolonged period of economic stagnation, where the county’s GPD was only increasing by a few fractions of a percent per quarter. Ironically, the county’s fishing industry was helping to offset the more deleterious effects of the recession. Slow growth provides breathing room With fewer people moving into the region, Kanin Fjord was able to begin several large infrastructure projects designed to improve the region’s connectivity and economic competitiveness. In conjunction from the Norwegian Government, local leaders approved 5 major redevelopment projects: 1. Construction of a new city hall 2. Construction of an automotive bridge across Hjortfjorden 3. Redevelopment of the old downtown and numerous local road upgrades 4. Reconstruction of the South Port 5. Development of Tore punkt By 2008, the first of 5 major projects were complete. The new Kaninfjorden Municipal Center was completed on the northern bank of the South Port in April of 2008. This new facility not only housed Kanin Fjord’s city hall but was also the government center for all of Tufjord Island and surrounding municipalities, including New Kanin Fjord. Construction of the municipal center included high-density redevelopment along Lakseveien. Four large apartment buildings were constructed to provide housing for new workers and residents displaced by construction. As part of the future plan to construct an automotive bridge across Hjortfjorden, a new tunnel under the old village was completed. Sea Monster Sightings Prompt Alarm from Officials Sea monster sightings have expanded beyond Ekorn Fjord and are now occurring all over Hjortfjorden at a rate of several per month. In most instances, the sightings always come from an observer on land and are remarkably consistent. A greyish-brown hump roughly 6 to 8 meters in length breaching the surface of the water for several minutes and then disappearing beneath the waves. Despite the increase, officials continued to dismiss sightings as cases of mistaken identity. In May of 2008, a sighting from a ship in the harbor of the South Port sent city officials scrambling. The port master and town council came to the conclusion that the sightings were likely a small whale that has swam into the port. A whale in the port presents a significant danger to the town’s fishing fleet due to the risk of collision. Smaller boats could be significantly damaged, and the whale could also die from a direct impact. Responding to the potential threat to shipping, Kanin Fjord contacted the Norwegian Environment Agency for aid. The agency sent a single ship with advanced sonar to scan the fjord in an attempt to identify the location of the whale and help guide the creature out of the fjord. This is of course all under the assumption that the creature is actually a whale. Before and After Pics Aerial of the Kanin Fjord (The Old Village) The old village center on the top center-left of the screen Close up of the old village center Intersection of Fjell Sti, Kanin Allé, and Kinobakken Kaninfjorden Municipal Center Kaninfjorden Municipal Center Courtyard A view down Industrivei from the hillside Intersection of Industrivei and Havet looking north The tunnel on the right is E220 to the North Port Ferry, and the tunnel on the left is Fylkesvei 245 to the future Hjortfjorden Bridge South Port Coastal View Entrance into downtown off of E220 Further out view of the northside of the new downtown Southern intersection of Havet and Lakseveien
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This bug reappeared Again ! Today I am treated again with a unussual bug, wich I blessed with the Townhall bug ! This bug I already noticed in my Mayon Province region once in the Thareau Woods area. What´is this bug about ? I don´t know what causes it but it´s clearly visible when playing. The maxis townhall shows a unusual glitch in the form of random nature like shadow props. Several re-plops it may be gone, but usually it will return when the simulation is on. Mysterious what this is about I show you a sample of this bug ! Here you see a rock like formation. What is causing this to happen ? Sincerely yours, Kschmidt
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Wow, look at that. My City Hall has a Mig. What a nice touch. When I plopped down three different versions of City Hall, they all had jet fighters attached to them. Apparently, you will encounter this issue if you install this: It had to be removed to prevent it from doing this.
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CoriBoom 2nd Beta - All 3 City Halls Fixes + 1 for ModPacc Zero
CorinaMarie posted a topic in SC4 Modding - Open Discussion
All Three City Halls + 1 (for ModPacc Zero ) With New Data Summary Panel Background As many of you know, Maxis shipped the game with Model files, Lots and Building exemplars, some LText, and some Lua code for a total of three City Halls with each building progressively larger than the previous. However, the Lua code to trigger the Phase 2 and Phase 3 versions was commented out when they decided to have them upgrade in place. The code for the latter was never completed by Maxis. Next came @MrTruesage's All 3 CityHalls Modd Reward fix in December, 2004 to allow all three City Halls to be plopped in the game. This was accomplished by reactivating Maxis's code, creating some new LText files, and additionally tweaking some of the properties in the building exemplars. It was later in August, 2005 that @Andreas Roth created the City Hall Fix to deal with the custom trees that would sometimes appear on the Phase 1 lot. Then in October, 2016 @simmaster07 created Real Upgradeable City Halls which has a DLL and Lua code to finally implement Maxis's intention of the upgrade in place. Considerations For ModPacc Zero, CB re-lotted all three City Halls to improve their appearance so that props no longer intrude on other nearby elements and also preventing the tree oddities. (The original Maxis Phase 2 and Phase 3 were rather scant and boring so he's improved upon that too.) The mod by MrTruesage has several tweaks such that the population and mayor rating requirements are greater than Maxis defined along with adding CAP relief, spreading the available jobs across all three wealth levels, and changing the lots to Do Construction after plopping. With this being the de facto standard for anyone who wants all three City Halls, we have made the ModPacc Zero versions conform to the same alterations for better compatibility. However, we have also corrected minor mistakes in the Demand Created property and written new Lua code so that entire Lua entries do not need to be overwritten. (This latter part uses techniques which were apparently unknown back in 2004.) Re-Lotted Versions by Cyclone Boom Phase 1: Phase 2: Phase 3: And introducing a new Phase 0 (Village Hall) by CB which can be plopped any time in a newly established city: ^ This allows immediate access to all the data in his new UI query. (Note: All 4 lots use Maxis props, and as such require no dependencies.) Village Hall Background The Village Hall was the first brick duplex built in a small hamlet founded by Silas Woodthorpe and was dedicated to the community as a place for meetings and other local government business. Ever since, it has become the design favored by Mayors across the land when they need their first source of useful information. (Lotted by @Cyclone Boom) Building Exemplar Properties The tweaks MrTruesage made to Demand Created have been updated to Maxis Standards. In each case of Jobs Created they also need a corresponding entry for Amenities and we have added those. The changes they made to Wealth, Demand Satisfied (CAP Relief), Landmark Effects, and Water Consumed are maintained for backward compatibility. Lua Code The Lua code is where the game checks if the criteria for a reward lot has been achieved and then makes them available in the Reward Menu. It also handles the reward earned popup advisor messages and the fluff news messages. MrTruesage's mod copies those Lua entries in their entirety and while this was the only known method at the time, it's not a good idea because that precludes any other mod from making changes to code in the same sections. For ModPacc Zero, I've completely rewritten the Lua code as a standalone package. This allows surgical edits which will not interfere with Lua code of any other mod. It is highly advised to remove MrTruesage's mod from your plugins and use the MZ version instead. Reward Triggers The Maxis code for the first City Hall (Phase 1) is set to 12,500+ population and 20+ for mayor rating. MrTruesage's mod increases this to 15,500+ population and 40+ mayor rating. This can cause a discrepancy for players who have cities they created under the Maxis criteria, but then install the mod. Let me illustrate what I mean. This city tile was originally played without the All 3 City Halls fix: Playing later with MrTruesage's mod installed, I decided I wanted to move the City Hall because I'd randomly plopped it when it became available under the vanilla rule of 12,500 population. So, I bulldoze it: But now I don't meet the new requirements! I created some special Lua code to check for this exact situation. If a Phase 1 City Hall exists in a city tile and it does not meet the increased requirements, I set them back to 12,500 population and 20 mayor rating (as originally set by Maxis) so that the City Hall can be bulldozed and re-plopped wherever I want. With the new code after bulldozing: Note: If you bulldoze the vanilla City Hall, save, then exit the city tile it will revert to the 15,500 and 40 mayor rating requirement the next time you load it. The idea is that my tweak only applies to previously plopped City Halls that are in the gap between the original 12,500 threshold and the new 15,500 and which are to be moved in the same play session. In the same play session I can go re-plop the City Hall because it meets the old requirements: And it'll grow: Availability and Menu Placement The Maxis code (which was commented out) and re-implemented by MrTruesage has the requirement that the prior City Hall must be plopped before the next one becomes available (along with the population and mayor rating requirements). In a city which meets the population and mayor rating requirements where one wants to place only the Phase 3 City Hall, that means one has to jump thru several hoops to accomplish it. Ergo, plop Phase 1, let it grow, see Phase 2 become available, pause the game, bulldoze Phase 1, plop Phase 2 without running time (or it'll disappear from the menu), let that one grow, see Phase 3 become available, pause, bulldoze Phase 2, and then (finally) plop Phase 3. This all seems a bit cumbersome to me so I've made it so that the only requirements are the population and mayor rating thresholds. This gives the player the choice to have each one plopped so 1, 2, or 3 are present in their city. Or just a single City Hall if they like. In this tile created by CB, it meets the requirements for all 3 Halls. We select this area to grow Phase 3: ^ Notice too that I've changed the Item Order property so all 3 are grouped together in the menu. Now we can immediately plop Phase 3 without all the prior plop, grow, bulldoze, plop hassle: Let it grow: And it still has the City Exclusion Group property so you can only have one of each phase: Additionally, I've added Requirements text to the menu items for Phase 2 and 3 instead of using Maxis (and MrTruesage's) code for: return reward_state.HIDDEN The User Interface (UI) aka the Query Window MrTruesage added some additional information to the query: We've greatly expanded that for MZ: CB has also created a separate, optional No City Hall Query Sound v1.0.dat file which makes the query silent. YIMBY not NIMBY The description for MrTruesage's mod states that the Landmark Effect of each Phase is a NIMBY influence. This is incorrect. The Landmark Effect in their mod (and this MZ version) is a YIMBY for Commercial and completely neutral for Residential and Industrial. Fluff News Removal MrTruesage's mod also commented out all the Fluff News (without ever mentioning that was done). While this might be desirable for many peeps, we believe it should not be forced on anyone. We've made a separate, standalone mod that will do the same thing so y'all can make your own decision if you'd like the Fluff News items deleted. (Note: Many other news items are also fluff in nature, but are created in separate Lua code which was not altered.) New Building Names Rather than Small, Medium, and Large we've named them as follows: Town Hall City Hall Metropolis Hall Also, LText is included and assigned for each name, which means if you rename any of them that new name will be saved in the city tile data and persist from one play session to the next. New Building Addition As mentioned above, CB has created a new Village Hall that can be plopped with no requirements so the enhanced data display in our UI can be available even in newly established cities. Compatability With simmmaster07's Mod This MZ version of All 3 City Halls is fully compatible with @simmaster07's Real Upgradeable City Halls mod. Simply refrain from plopping Phase 2 and Phase 3 and if your city has 45,000 population when loading, his advisor popup will allow Phase 1 to upgrade in place to Phase 2 and if your city has 95,000 population when loading, it'll allow the upgrade of either Phase 1 (if you didn't agree to the phase 2 upgrade) or Phase 2 to become Phase 3. Simply install his mod according to the instructions listed in the STEX description. Incompatability With Other Mods @MrTruesage's All 3 CityHalls Modd Reward fix When using our ModPacc Zero City Halls fix, MrTruesage's mod should be completely removed from your plugins. While it was certainly a brilliant addition in 2004, it does not meet current standards for Lua coding alterations. Look for a folder named CityHall Package and delete it and its contents. If you've installed their mod in a different folder than the one contained in the original zip file, look for these individual files: CityHall.dat CityHall_LText.dat ConstantsLUA.dat (Overrides TGI CA63E2A3-4A5E8EF6-FF048A3E) NewsItemsLUA.dat (Overrides TGI CA63E2A3-4A5E8EF6-FFA79144) RewardLUA.dat (Overrides TGI CA63E2A3-4A5E8EF6-FFA8F301) UI.dat Remove all of the above. @Andreas Roth's City Hall Fix Remove CityHall_fix.dat from your plugins when using our ModPacc Zero version. (Or, for this one, just be certain our mod loads last and it will safely override their copy of the LotConfigurations exemplar.) As part of the main MZ release, we will provide a master Cleanitol text file to remove the original mods by file name. Beta Testing Requested As with our other newly created mods for ModPacc Zero, we'd like y'all to beta test this and provide feedback. Ofc, be certain to test safely. It's best to use only copies of your city tiles so you can restore them to their pre-testing versions. We cannot be certain at this time if there will need to be any additional modifications, and as such you'll want backups of any cities where you test. Ofc, please do post feedback and/or pictures to let us know your impression of our new creation. The Files Contained in the .Zip: MZ City Hall Package (Beta v1.0).dat <--- The main file. MZ Fluff News Remover (Beta v1.0).dat <--- Optional file. No City Hall Query Sound v1.0.dat <--- Optional file. The Download File: ModPacc Zero - City Halls (Beta v1.0).zip See new v1.1 updated beta (and better) release to download from our post here. Thanks! -Cori & CB- 62 Replies
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Why is there a giant spruce tree sticking out of my city hall?
danthaman4671 posted a topic in SC4 Bugs & Technical Issues
I have no idea what caused this! Maybe something I put in my plugins? -
Version 1.0.0
2,618 Downloads
Old Orlando City Hall, by Mattb325. --------------------------------------- In my opinion, one of the easiest ways to change the look and feel of a built-up area is by having a large variety of civic buildings: it really does help keep the game fresh and can provide that all important sense of place. Originally posted in the BAT Request thread, this BAT is based on the Old Orlando City Hall. Completed in 1958, it was spectacularly demolished by implosion in 1991. The rights of this implosion were sold to Warner Bros (who used it in Lethal Weapon) for $50,000. This helped offset the demolition costs. This 8-floor building with two asymmetrical balanced lower wings is typical of many mid-century public American buildings. They were solidly built with quality materials: limestone, marble and pink granite. The utilitarian nature of the architecture was given a small amount of grace with recessed windows set behind thickly raised granite window treatments. This decoration was also useful in keeping the hot southern sun from hitting the glass. This building is offered as a non-conditional Town Hall reward. It provides 986 very desirable civic jobs and has all of the benefits (commercial and residential boost) of a town hall. Placing this building should see residential and commercial sky scrapers grow more easily in your city (assuming all other factors are met). For this benefit you will pay $350 per month. This Town Hall is: * Offered as a reward without needing to meet pre-existing conditions. * Located in the REWARD Menu * Can be placed more than once in a city. * It DOES NOT over-write the ingame town hall (or any re-lotted versions there-of), so can be used in conjunction with the standard Maxis town hall reward. * It DOES NOT over-write any of my other town hall lots (so can be used in conjunction with these as well). --------------------------------------- STATS: Lot size : 6x4 Plop Cost: $47,000 Monthly Cost: $350 Budget Item: Government Buildings Occupant Groups: Reward, Courthouse, YIMBY Demand Created: Jobs$: 323, Jobs$$: 452, Jobs$$$: 211. Landmark Effect: +105 over 90 tiles Park Effect: +90 over 30 tiles Pollution: Air 3 over 2 tiles, Water 2 over 3 tiles, Garbage 31 over 0 tiles Power consumed: 55 MwH Water consumed: 111 Gallons/Month Bulldoze Cost: $11,780 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: The main dependency pack for all of these Civic Bats are split into two dependency files; one is for dark nite users (and other night-time darkening mods, such as Gizmos or Mashty's night-mod) and one for the standard Maxis nite. You must select and install only one file - depending on which night version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: *BSC MEGA Props - CP Vol01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *BSC Texture Pack - Cycledogg V01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.- 11 Reviews
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Upgrading City Hall when a Tornado Storm May Cause the Game to Crash
Propfam posted a topic in SC4 - Custom Content
Hello, After a hiatus, I accidentally found a bug. The game may crash when upgrading City Hall when a tornado storm striking it. Before you try the bug, you must install If you have installed the mod, here are the steps: Enter to a city which you want to "sacrifice" or tested to be exact. Summon a tornado storm by clicking God Mode>Disaster>Tornado. Predict the movement carefully so there's a time to do step 5. Plop a city hall as a reward or by plopping it using Extra Cheats' buildingplop in the predicted place. Open the cheat box and type "UpgradeCityHall". If the city hall wasn't destroyed at the time of enter, a pop up appear asking you to upgrade the city hall. Accept the offer. Voila! The game crashes. For those who are curious with the logs, I give you them: SimCity Exception Report 2020.09.07 16.40.11.txt and SimCity Exception Minidump 2020.09.07 16.40.11.mdmp. Experts, if you know exactly what causes this problem to occur, please send it as a reply below. Thanks. -
Has anyone else had this problem with the "cityhall ugrade fix"
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Why is the city hall lot Maxis I believe not showing in lot editor? The courthouse is showing with no problem.
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Real Upgradeable City Halls Translated to PT-BR
carlosmarcelo posted a topic in SC4 Modding - Open Discussion
Hi everyone! I liked this mod that active a cityhall upgradeable. But, your texts are in english and I would like in portuguese. When I opened the dat file in ilive reader, I percept it was very small and simple. So, I gotten courage and decide modify it. First, I looked for corresponding message text in portuguese SimCityLocale.DAT (phase 2 and 3). I copyed and replace in LTEXT in UpgradeableCityHalls.dat according situation. I did some small changes in original text and SAVE. When I tested, I noticed the new portuguese text and a pair of buttons to "Accept" or "Refuse": unawares I brought the command to plop a new cityhall. In the end, I letten 3 options to answer about upgradeable cityhall: Refuse, Expand current or New building. This way, the user can choice between just upgrade or to keep 2 or 3 city halls. Well, story telled, here my doubts: 1. Even the original plugin, before my changes, it didn't work in my small city (around 60k), but it works correct with ctrl+x and "UpgradeCityHall". When I tryed use in a big city (around 100k), it works well, but, just from phase 1 to 2, the phase 3 didn't arrive. Are there others parameters to upgrade? 2. I would like share this new dat (UpgradeableCityHalls-ptbr.dat) in the STEX. But, this file don't works without the dll of @simmaster07, who is the person did the hard work. I don't know whats is better: I give him the file and he update or I submit the file explaining about dependences and giving the merit credits? 3. And, finally, the dumbiest question: what's steps to submit a file to STEX??? Important! I would ask everyone to test file. I my simple tests, everything worked well, but, I believe this file in experients hands, we will have safe that it is ok to share. UpgradeableCityHalls-ptbr.dat Now, some pictures of experience: -
¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ Today, as time comes over, the publishing house of The Tarrë Chronicles has invested in a new aerial drone, for the readers can get a new view on our region's capital: Tarrë. Before the magic of detailed-full panoramas, one of the city's chroniclers, Arch. John Mormand gives us a brief peak on the past 254 years of our beloved minicipality: "Tarrë origins are found in the crossing of the two main rivers of the region: Tarrë and Kar Herne Rivers, flowing into the main stream dominated by the Kaile River, that as for today, is bordered by the beautiful and vivid Tarrë's riverwalk & bridges. The city is born on the 18th day of september, on the prime of a cold autumn claimed by a group of inmigrants from southern territories, this region is the way of expressing an ambition for finding their origins and leaving a heritage for the future. The river's crossing, as readed in the chronicles of the General George Horth: 'a virgin border of two rivers as the perfect place for finding the spirit's from which we come from (...)' was a paradise and had a strong spiritual relation with the people; a relation that nowadays is still the flag from by which the city survives and exemplifies the ascent of a society full of culture and respect." Our dear Mr. Mormand lives today in the city's downtown, traveling through the alleys and the iconic tramline. He works at the University Social and Humanity Chambers, where you may find and be lost among trees and a completely unique spirit, a trip we will be walking through soon enough. Without further ado, The Tarrë Chronicles lefts you, dear reader, with the city's panoramas. P-1. Horizontal Panorama of the city's downtown. Author: Kyle West. ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ P-2. Vertical Panorama from the city's main industrial area, towards the Sacred Mountains of St. Miles at the south. Author: Kyle West. ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ Thank you all for reading... and in advance, any modder, lotter of batter whose buildings are shown, amazing work. See you soon, The Tarrë Chronicles P.H. ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
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Some of the mmps I have downloaded appear to be conflicting with the city hall. Instead of the normal trees from the city hall, I get custom trees, rocks, industrials, and crops. How is this fixed? Do I just have to get rid of my MMPs?
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City hall, small, medium and high... every time I put the City Hall, small, Medium or High, there are brown boxes, so seems I have left some plugins to make this work... anyone can helpr and tell me the plugins I have to installl... thanks
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Version 1.0
417 Downloads
Hey all, I want to give credit to several members that has guided me along my lotting/modding path. RSC204, SgtPepper (bat), 6StringShaman, Yarahi, twalsh102, kingofsimcity, BugeyedDragon Now for the dependencies. You will need of course my model and lot file (included) Peg MTP Super Resource Pack BSC Textures Vol 2 BSC Mega Prop SG Vol 1 SHK Parking Pack RDG Prop Pack 1 Specs: Lot size 6x6, Medium wealth, CS$$, Landmark with jobs $ 1009, $$ 254, near top of menu, Plop cost 6126, Bldg value 8657, Worth 357, Pollution at radii=Air 5, Water 6, Garbage 0, Radiation 0, Pollution at center= Air 12, Water 6, Garbage 12, Radiation 0, Water consumed 246, power consumed 21, Flammability 40. You just need to unzip into your plugins folder. -
Version 1.1.0
10,850 Downloads
This mod may not be compatible with the "All 3 CityHalls Modd Reward fix". This plugin is intended to supersede that file's behavior. This is a DLL for SimCity 4 that makes the City Hall reward upgradeable. Instead of implementing the three City Hall stages as separate reward lots, this mod implements Maxis' originally intended behavior of actually replacing the City Hall lot as new stages are unlocked. It also prompts the user with advisor messages asking if they want to upgrade the reward, just like the airport upgrade behavior. This mod is part of my effort to deconstruct the internal game interfaces. The development thread can be found at this link. Source code is over here. Behavior The user is prompted monthly to upgrade to stage 2 when the city's population reaches 45,000, and to upgrade to stage 3 at 95,000. The mod also adds a cheat code, "UpgradeCityHall," that forces the upgrade prompt to appear regardless of population. Installation Unzip to your plugins folder. On Windows and Mac versions other than the App Store, this is in Documents\SimCity 4\Plugins. On the Mac App Store version, this is in ~/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/Plugins. Create these directories if they do not exist yet. Mac users You must install SC4MacInjector before using this mod or else nothing will happen. Compatibility Tested and working on 1.1.641.0 (Steam/GOG/Origin) on Windows and the Steam version of SC4 for Mac. Also works in combination with SC4Fix and the Extra Cheats DLL. Untested but should work with any version of SimCity 4 Deluxe or SimCity 4 w/ Rush Hour. -
Version 1.0
5,589 Downloads
This is a fictional classical building designed by me. This just a eyecandy landmark in game. Install: There are two versions available , pick one -Dark nite version or Maxis nite version. Drop all files into your documents/SimCity 4/Plugins Dependencies: LBT Mega Prop Pack vol 01 -
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i would like someone to make the crown jewel of the LA skyline. please please make this happen! someone must make this happen for SC4!
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Replies: vinlabsc3k: thanks! Are you talking about the roof of the castle? TenkidusT, Huston: thank you! spursrule14: thanks for letting me join the Best Of The Best list! ggamgus, SimCoug: thanks to both of you for continuing to follow the CJ from the first update Forthwall: thank you! I noticed some very well done greenery in the last update of Shushtrepistaz after a long travel in the mountains we can come back to the town to visit some important places the Crockton Town Hall Crockton Archeology Museum Crockton Trust Bank the Tribunal an elementary school Crockton High school another elementary school I hate to say but the next update will be the last of this brief CJ
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Version 1.0
8,977 Downloads
I hearby proudly present Дом советов (House of Soviets) The House of Soviets is a building located in Kaliningrad in the Kaliningrad oblast, an exclave of Russia. The building is built on top of the foundations of the Königsberg castle which was severely damaged during World War II. Construction on the building, which was to be the central administrative office of the Kaliningrad oblast, started in 1960 but was stopped in 1980 due to loss of interest. Although, now painted to look finished, the original building stands vacant and unfinished to this day. This version of the building is an artist’s impression of how the building would have looked if it had been finished in the 80s. The building has a podium which can be dug into the ground. Therefore you have to raise the ground by 8 meters on one side. Here are the game relevant stats: CO§§ Version Occupants: 3,300 CO§§ Lot Size: 5x5 Plop Cost: § 82,000 Worth / Bulldoze Cost: § 1,970 Flammability: 40 / Stage 5 Power consumed: 85 MWh/month Water consumed: 946 gallons/month Air pollution: 13 over 5 tiles Water pollution: 13 over 6 tiles Garbage generated: 8 tons/month Landmark Version Lot Size: 5x5 Plop Cost: § 82,000 Maintenance Cost: §120/month Landmark Effect: 40 over 25 tiles Mayor Rating Effect: 5 over 256 tiles Worth / Bulldoze Cost: § 1,970 Flammability: 40 / Stage 5 Power consumed: 85 MWh/month Water consumed: 946 gallons/month Air pollution: 13 over 5 tiles Water pollution: 13 over 6 tiles Garbage generated: 8 tons/month Dependencies: To make sure the buildings function properly ingame, you’ll need the following dependencies: BSC Mega Props CP Vol.01 Installation: Download either the maxis night or the dark night pack. After this, it is recommended to make a new subfolder in your simcity4/plugins directory. Place the .SC4MODEL files of the buildings you want to keep in that folder. After this, copy the LOT files of the same buildings to the newly created folder. Enjoy. To uninstall, first make sure to bulldoze all instances of the building from your city, after this, simply remove the .SC4MODEL and .LOT files from your plugin folder. -
Version 1.0
17,985 Downloads
Philadelphia City Hall is the house of government for the city of Philadelphia, Pennsylvania. At 167 m (548 ft), including the statue, it is the world's second-tallest masonry building, only .5 m (1 ft 8 in) shorter than Mole Antonelliana in Turin. The weight of the building is borne by granite and brick walls up to 22 feet (6.7 m) thick, rather than steel; the principal exterior materials are limestone, granite, and marble. It was the tallest habitable building in the world from 1901 to 1908 and the tallest in Pennsylvania until 1932 when surpassed by the Gulf Tower in Pittsburgh. It remained the tallest building in Philadelphia until the construction of One Liberty Place (1984–1987) ended the informal gentlemen's agreement that limited the height of tall buildings in the city; it is currently the 16th-tallest building in Pennsylvania. Landmark version: 10x10 Plop cost: 110,000 Nightlighted -
Version 1.0
3,398 Downloads
Wile.E.Coyote Present This Version Not Different V.2 Have Little Bit Different 1.In Reward Menu 2.Have New Shortcut 3.Not Lack The Mr. Glamazon City Hall landmark will make a great (and beautiful) addition to any city skyline! The large, spacious, and well landscaped lot sets the stage for a tasteful and ornate Gothic Revival tower. The lot will come alive throughout gameplay with people enjoying restful picnics, throwing objects into the fountain, or flying kites on a sunny day. The verdant grounds remain beautiful throughout gameplay, and enhance the neighbourhood around it while lowering pollution levels. Pollution : No Pollution Radii : No Reward Lot Download Dependency Here !!! Mod Edit: Updated dependency link (old one pointed to here).

